spartan249 Posted November 16, 2012 Share Posted November 16, 2012 Alright. Currently, us more verbose members are staunchly advocating axes as the weapon of choice next to the sword on CC henchmen for obvious reasons. I have no problem with this reasoning on DCA. However, putting an Axe on a crusader seems to me to be a dangerous proposition. Heresy, you say? Common sense, I say. Axes are unwieldy, which negatively affect the henchmen's ability to close in in a timely fashion. With any other weapon, DCA using axes will be shielded by the crusaders more effectively as they will close ranks first and take the hits more reliably. In the end, that's the only reason crusaders are in the unit, as otherwise, I may as well bring a full unit of DCA. Another thing I've been thinking about is the new rules for FNP. Now, only strength matters, and mauls provide the most bonus to strength of all the weapons available. Perhaps the lackluster AP is enough to drive others away, but I don't think it's all that big a deal, as the DCA are the ones doing the killing anyway. The Saders hardly ever hit, let alone wound, with any regularity using a sword/Axe, so I figure I'll at least make every hit wound reliably, and leave the wholesale slaughter to my killing specialists. This'll have the added benefit of potentially prolonging the fight should I find myself fighting in enemy territory, where an immediate victory will result in a squad wipe most of the time. Besides, mauls seem like a more fitting weapon for a dude totting a shield to use. Mauls are much more effective against armored opponents in reality anyway, so it pleases me more to see more realistic weapon loadouts on my guys :P. Link to comment Share on other sites More sharing options...
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